BattleState.h 16 KB

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  1. #pragma once
  2. #include "BattleHex.h"
  3. #include "HeroBonus.h"
  4. #include "CCreatureSet.h"
  5. #include "CObjectHandler.h"
  6. #include "CCreatureHandler.h"
  7. #include "CObstacleInstance.h"
  8. #include "ConstTransitivePtr.h"
  9. #include "GameConstants.h"
  10. /*
  11. * BattleState.h, part of VCMI engine
  12. *
  13. * Authors: listed in file AUTHORS in main folder
  14. *
  15. * License: GNU General Public License v2.0 or later
  16. * Full text of license available in license.txt file, in main folder
  17. *
  18. */
  19. class CGHeroInstance;
  20. class CStack;
  21. class CArmedInstance;
  22. class CGTownInstance;
  23. class CStackInstance;
  24. struct BattleStackAttacked;
  25. //only for use in BattleInfo
  26. struct DLL_LINKAGE SiegeInfo
  27. {
  28. ui8 wallState[8]; //[0] - keep, [1] - bottom tower, [2] - bottom wall, [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; 1 - intact, 2 - damaged, 3 - destroyed
  29. template <typename Handler> void serialize(Handler &h, const int version)
  30. {
  31. h & wallState;
  32. }
  33. };
  34. struct DLL_LINKAGE AttackableTiles
  35. {
  36. std::set<BattleHex> hostileCreaturePositions;
  37. std::set<BattleHex> friendlyCreaturePositions; //for Dragon Breath
  38. template <typename Handler> void serialize(Handler &h, const int version)
  39. {
  40. h & hostileCreaturePositions & friendlyCreaturePositions;
  41. }
  42. };
  43. struct DLL_LINKAGE BattleInfo : public CBonusSystemNode
  44. {
  45. ui8 sides[2]; //sides[0] - attacker, sides[1] - defender
  46. si32 round, activeStack;
  47. ui8 siege; // = 0 ordinary battle = 1 a siege with a Fort = 2 a siege with a Citadel = 3 a siege with a Castle
  48. const CGTownInstance * town; //used during town siege - id of attacked town; -1 if not town defence
  49. int3 tile; //for background and bonuses
  50. CGHeroInstance* heroes[2];
  51. CArmedInstance *belligerents[2]; //may be same as heroes
  52. std::vector<CStack*> stacks;
  53. std::vector<CObstacleInstance> obstacles;
  54. ui8 castSpells[2]; //how many spells each side has cast this turn [0] - attacker, [1] - defender
  55. std::vector<const CSpell *> usedSpellsHistory[2]; //each time hero casts spell, it's inserted here -> eagle eye skill
  56. si16 enchanterCounter[2]; //tends to pass through 0, so sign is needed
  57. SiegeInfo si;
  58. si32 battlefieldType;
  59. ui8 tacticsSide; //which side is requested to play tactics phase
  60. ui8 tacticDistance; //how many hexes we can go forward (1 = only hexes adjacent to margin line)
  61. template <typename Handler> void serialize(Handler &h, const int version)
  62. {
  63. h & sides & round & activeStack & siege & town & tile & stacks & belligerents & obstacles
  64. & castSpells & si & battlefieldType;
  65. h & heroes;
  66. h & usedSpellsHistory & enchanterCounter;
  67. h & tacticsSide & tacticDistance;
  68. h & static_cast<CBonusSystemNode&>(*this);
  69. }
  70. //////////////////////////////////////////////////////////////////////////
  71. //void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
  72. //////////////////////////////////////////////////////////////////////////
  73. const CStack * getNextStack() const; //which stack will have turn after current one
  74. void getStackQueue(std::vector<const CStack *> &out, int howMany, int turn = 0, int lastMoved = -1) const; //returns stack in order of their movement action
  75. CStack * getStack(int stackID, bool onlyAlive = true);
  76. const CStack * getStack(int stackID, bool onlyAlive = true) const;
  77. CStack * getStackT(BattleHex tileID, bool onlyAlive = true);
  78. const CStack * getStackT(BattleHex tileID, bool onlyAlive = true) const;
  79. void getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<BattleHex> & occupyable, bool flying, const CStack* stackToOmmit = NULL) const; //send pointer to at least 187 allocated bytes
  80. static bool isAccessible(BattleHex hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos); //helper for makeBFS
  81. int getAvaliableHex(TCreature creID, bool attackerOwned, int initialPos = -1) const; //find place for summon / clone effects
  82. void makeBFS(BattleHex start, bool*accessibility, BattleHex *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const; //*accessibility must be prepared bool[187] array; last two pointers must point to the at least 187-elements int arrays - there is written result
  83. std::pair< std::vector<BattleHex>, int > getPath(BattleHex start, BattleHex dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned); //returned value: pair<path, length>; length may be different than number of elements in path since flying vreatures jump between distant hexes
  84. std::vector<BattleHex> getAccessibility(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable = NULL) const; //returns vector of accessible tiles (taking into account the creature range)
  85. bool isStackBlocked(const CStack * stack) const; //returns true if there is neighboring enemy stack
  86. ui32 calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg); //charge - number of hexes travelled before attack (for champion's jousting)
  87. TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, TQuantity attackerCount, TQuantity defenderCount, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
  88. TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
  89. void calculateCasualties(std::map<ui32,si32> *casualties) const; //casualties are array of maps size 2 (attacker, defeneder), maps are (crid => amount)
  90. std::set<CStack*> getAttackedCreatures(const CSpell * s, int skillLevel, ui8 attackerOwner, BattleHex destinationTile); //calculates stack affected by given spell
  91. void getPotentiallyAttackableHexes(AttackableTiles &at, const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos); //hexes around target that could be attacked in melee
  92. std::set<CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID); //calculates range of multi-hex attacks
  93. std::set<BattleHex> getAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID); //calculates range of multi-hex attacks
  94. std::set<CStack*> getAdjacentCreatures (const CStack * stack) const;
  95. static int calculateSpellDuration(const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower);
  96. CStack * generateNewStack(const CStackInstance &base, int stackID, bool attackerOwned, int slot, BattleHex position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
  97. CStack * generateNewStack(const CStackBasicDescriptor &base, int stackID, bool attackerOwned, int slot, BattleHex position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
  98. ui32 getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
  99. int hexToWallPart(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
  100. int lineToWallHex(int line) const; //returns hex with wall in given line
  101. std::pair<const CStack *, BattleHex> getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const; //if attackerOwned is indetermnate, returened stack is of any owner; hex is the number of hex we should be looking from; returns (nerarest creature, predecessorHex)
  102. ui32 calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const;
  103. ui32 calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const; //calculates damage inflicted by spell
  104. ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack) const;
  105. ui32 calculateHealedHP(int healedHealth, const CSpell * spell, const CStack * stack) const; //for Archangel
  106. ui32 calculateHealedHP(const CSpell * spell, int usedSpellPower, int spellSchoolLevel, const CStack * stack) const; //unused
  107. bool resurrects(TSpell spellid) const; //TODO: move it to spellHandler?
  108. si8 hasDistancePenalty(const CStack * stackID, BattleHex destHex) const; //determines if given stack has distance penalty shooting given pos
  109. si8 sameSideOfWall(int pos1, int pos2) const; //determines if given positions are on the same side of wall
  110. si8 hasWallPenalty(const CStack * stack, BattleHex destHex) const; //determines if given stack has wall penalty shooting given pos
  111. si8 canTeleportTo(const CStack * stack, BattleHex destHex, int telportLevel) const; //determines if given stack can teleport to given place
  112. bool battleCanShoot(const CStack * stack, BattleHex dest) const; //determines if stack with given ID shoot at the selected destination
  113. const CGHeroInstance * getHero(int player) const; //returns fighting hero that belongs to given player
  114. ESpellCastProblem::ESpellCastProblem battleCanCastSpell(int player, ECastingMode::ECastingMode mode) const; //returns true if there are no general issues preventing from casting a spell
  115. ESpellCastProblem::ESpellCastProblem battleCanCastThisSpell(int player, const CSpell * spell, ECastingMode::ECastingMode mode) const; //checks if given player can cast given spell
  116. ESpellCastProblem::ESpellCastProblem battleIsImmune(const CGHeroInstance * caster, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest) const; //checks for creature immunity / anything that prevent casting *at given hex* - doesn't take into acount general problems such as not having spellbook or mana points etc.
  117. ESpellCastProblem::ESpellCastProblem battleCanCastThisSpellHere(int player, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest) const; //checks if given player can cast given spell at given tile in given mode
  118. bool battleTestElementalImmunity(const CStack * subject, const CSpell * spell, Bonus::BonusType element, bool damageSpell) const;
  119. TSpell getRandomBeneficialSpell(const CStack * subject) const;
  120. TSpell getRandomCastedSpell(const CStack * caster) const; //called at the beginning of turn for Faerie Dragon
  121. std::vector<ui32> calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set<CStack*> affectedCreatures, int casterSideOwner, ECastingMode::ECastingMode mode, int usedSpellPower, int spellLevel) const;
  122. bool battleCanFlee(int player) const; //returns true if player can flee from the battle
  123. const CStack * battleGetStack(BattleHex pos, bool onlyAlive); //returns stack at given tile
  124. const CGHeroInstance * battleGetOwner(const CStack * stack) const; //returns hero that owns given stack; NULL if none
  125. si8 battleMinSpellLevel() const; //calculates minimum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned
  126. void localInit();
  127. static BattleInfo * setupBattle( int3 tile, int terrain, int terType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town );
  128. bool isInTacticRange( BattleHex dest ) const;
  129. int getSurrenderingCost(int player) const;
  130. int theOtherPlayer(int player) const;
  131. ui8 whatSide(int player) const;
  132. };
  133. class DLL_LINKAGE CStack : public CBonusSystemNode, public CStackBasicDescriptor
  134. {
  135. public:
  136. const CStackInstance *base;
  137. ui32 ID; //unique ID of stack
  138. ui32 baseAmount;
  139. ui32 firstHPleft; //HP of first creature in stack
  140. ui8 owner, slot; //owner - player colour (255 for neutrals), slot - position in garrison (may be 255 for neutrals/called creatures)
  141. ui8 attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
  142. BattleHex position; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
  143. ui8 counterAttacks; //how many counter attacks can be performed more in this turn (by default set at the beginning of the round to 1)
  144. si16 shots; //how many shots left
  145. ui8 casts; //how many casts left
  146. std::set<EBattleStackState::EBattleStackState> state;
  147. //overrides
  148. const CCreature* getCreature() const {return type;}
  149. CStack(const CStackInstance *base, int O, int I, bool AO, int S); //c-tor
  150. CStack(const CStackBasicDescriptor *stack, int O, int I, bool AO, int S = 255); //c-tor
  151. CStack(); //c-tor
  152. ~CStack();
  153. std::string nodeName() const OVERRIDE;
  154. void init(); //set initial (invalid) values
  155. void postInit(); //used to finish initialization when inheriting creature parameters is working
  156. std::string getName() const; //plural or singular
  157. const Bonus * getEffect(ui16 id, int turn = 0) const; //effect id (SP)
  158. ui8 howManyEffectsSet(ui16 id) const; //returns amount of effects with given id set for this stack
  159. bool willMove(int turn = 0) const; //if stack has remaining move this turn
  160. bool ableToRetaliate() const; //if stack can retaliate after attacked
  161. bool moved(int turn = 0) const; //if stack was already moved this turn
  162. bool canMove(int turn = 0) const; //if stack can move
  163. ui32 Speed(int turn = 0, bool useBind = false) const; //get speed of creature with all modificators
  164. si32 magicResistance() const; //include aura of resistance
  165. static void stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse);
  166. std::vector<si32> activeSpells() const; //returns vector of active spell IDs sorted by time of cast
  167. const CGHeroInstance *getMyHero() const; //if stack belongs to hero (directly or was by him summoned) returns hero, NULL otherwise
  168. static inline Bonus featureGenerator(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, si32 additionalInfo = 0, si32 limit = Bonus::NO_LIMIT)
  169. {
  170. Bonus hb = makeFeatureVal(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain, additionalInfo);
  171. hb.effectRange = limit;
  172. hb.source = Bonus::SPELL_EFFECT;
  173. return hb;
  174. }
  175. static inline Bonus featureGeneratorVT(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, ui8 valType)
  176. {
  177. Bonus ret = makeFeatureVal(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain);
  178. ret.valType = valType;
  179. ret.source = Bonus::SPELL_EFFECT;
  180. return ret;
  181. }
  182. static bool isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID);
  183. bool doubleWide() const;
  184. BattleHex occupiedHex() const; //returns number of occupied hex (not the position) if stack is double wide; otherwise -1
  185. std::vector<BattleHex> getHexes() const; //up to two occupied hexes, starting from front
  186. bool coversPos(BattleHex position) const; //checks also if unit is double-wide
  187. std::vector<BattleHex> getSurroundingHexes(BattleHex attackerPos = BattleHex::INVALID) const; // get six or 8 surrounding hexes depending on creature size
  188. void prepareAttacked(BattleStackAttacked &bsa) const; //requires bsa.damageAmout filled
  189. template <typename Handler> void serialize(Handler &h, const int version)
  190. {
  191. assert(isIndependentNode());
  192. h & static_cast<CBonusSystemNode&>(*this);
  193. h & static_cast<CStackBasicDescriptor&>(*this);
  194. h & ID & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacks
  195. & shots & casts & count;
  196. TSlot slot = (base ? base->armyObj->findStack(base) : -1);
  197. const CArmedInstance *army = (base ? base->armyObj : NULL);
  198. if(h.saving)
  199. {
  200. h & army & slot;
  201. }
  202. else
  203. {
  204. h & army & slot;
  205. if(!army || slot == -1 || !army->hasStackAtSlot(slot))
  206. {
  207. base = NULL;
  208. tlog3 << type->nameSing << " doesn't have a base stack!\n";
  209. }
  210. else
  211. {
  212. base = &army->getStack(slot);
  213. }
  214. }
  215. }
  216. bool alive() const //determines if stack is alive
  217. {
  218. return vstd::contains(state,EBattleStackState::ALIVE);
  219. }
  220. };
  221. class DLL_LINKAGE CMP_stack
  222. {
  223. int phase; //rules of which phase will be used
  224. int turn;
  225. public:
  226. bool operator ()(const CStack* a, const CStack* b);
  227. CMP_stack(int Phase = 1, int Turn = 0);
  228. };